\chapter{Introduction}
This report looks into how it is possible to make it easier to learn about audio effects and filters, by introducing a visual aspect into the learning, thereby drawing on more than one learning style. 

The report is separated into four main chapters which go through the project from analysis of the problem to the design and implementation and ending up with the test of the hypotheses as well as concluding on what have been learned.

The first chapter deals with the initial problem and sets out to analyze what can be done in order to solve it. It looks into the theory regarding learning styles. It also looks at how to go about designing an application, taking a user-centered approach. In the end, the target group is analyzed, and a set of hypotheses are put forward as the main foundation for the project.

The second chapter presents the initial concept and then goes through the audio theory that is anticipated will be needed when developing the product. It deals with concepts such as fundamental theory of how audio waves work; how filters can be applied; and how it is possible to convert between time and frequency domain using the Fourier transformation. After the theory, a more complete design of how the product should look, work, and act is then proposed and the different choices are argued for.

The third chapter deals with the implementation of the product and how it was developed. The focus here will be on the planning and the development process itself. It will describe the different audio libraries that were used, as well as looking at what went right and wrong during the process.

The fourth chapter looks into the testing of the hypotheses. A test with 15 test participants was conducted to see if it would be possible to either prove or reject the hypotheses. Various statistical tools are used to analyze the data set and reach a conclusion.

Lastly, the report looks at the complete project and concludes upon it, as well as describe possible future work that could be done if the project was to carry on.

One general note for this report: the program developed in this project will be refered to as \textit{the app}, \textit{the program}, \textit{the application}, \textit{the product} and \textit{Audio Effects Box}. These will be used interchangeably. Similarly, the terms \textit{audio} and \textit{sound} will be used to describe the same, even though some would argue that they are two different things (one definition is that \textit{audio} describes the scientific phenomena, while \textit{sound} is related to how audio is perceived by the brain). Also, even though most pictures will depict the application as a tablet app, it should be noted that in the end the program was only developed for computers. However, the design and concept could easily translate over to e.g. Android, but due to time constraints this has yet to be realized.

A CD with this report, an AV production and the code project has been included. Additionally, the AV production can be watched on YouTube via the following link.

\textbf{YouTube: Audio FX Box - Medialogy Aalborg University P4 MTA 13435}

\url{http://youtu.be/PbLPr6baUbQ}

\begin{figure}[htbp]
\centering
\href{http://youtu.be/PbLPr6baUbQ}{\includegraphics[width=0.5\textwidth]{images/video}}
\caption{ }
\label{fig:video}
\end{figure}